You have local jurisdiction, the ability to arrest suspected criminals, the power to perform searches with an appropriate warrant, and the right to carry a concealed weapon. You also have national or international jurisdiction, are not obligated to respect the civil rights of others, are free to engage in covert investigations, but may not kill with impunity.

Magery

The GM makes a Sense roll when you first see a magic item, and again when you first touch it. On a success, you intuitively know that the item is magical. A roll of 3 or 4 also tells you whether the magic is helpful or dangerous, and about how strong it is. Add your Magery to IQ when you learn spells. Add your Magery level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill. Reduce the time required to learn new spells in play (but not the point cost) by 10% per Magery level.

Mana Enhancer

Mana Enhancer increases the local mana level by one step, but only for you and people or things that you’re carrying. If more than one character with Mana Enhancer could increase the mana level, apply only the highest increase; do not add the effects together. Mages get an IQ + Magery roll to sense that you possess this trait.

Unusual Background

You were raised by wizards and magic is known but kept secret.

Disadvantages

Absent-Mindedness

You have -5 on all IQ and IQ-based skill rolls, save those for the task you are currently concentrating on. If no engaging task or topic presents itself, your attention will drift to more interesting matters in five minutes, and you will ignore your immediate surroundings until something catches your attention and brings you back. Once adrift in your own thoughts, you must roll against Perception-5 in order to notice any event short of personal physical injury. You may attempt to rivet your attention on a boring topic through sheer strength of will. To do so, make a Will-5 roll once every five minutes. “Boring topics” include small talk, repetitive manual tasks, guard duty, driving on an empty highway . . . Absent-minded individuals also tend to forget trivial tasks (like paying the bills) and items (like car keys and checkbooks). Whenever it becomes important that you have performed such a task or brought such an item, the GM should call for a roll against IQ-2. On a failure, this detail slipped your attention.

Callous

You are merciless, and on any skill roll made to interact, but you do so only to manipulate them – you don’t care about their feelings or pain. This gives you -3 on all Teaching rolls, if not cruel. You can decipher others’ emotions, on Psychology rolls made to help others (as opposed to deduce weaknesses or conduct scientific research)

Code of Honor (Professional)

Adhere to the ethics of your profession; always do your job to the best of your ability; support your guild, union, or professional association.

Curious

Make a self-control roll when presented with an interesting item or situation. If you fail, you examine it – push buttons, pull levers, open doors, unwrap presents, etc. – even if you know it could be dangerous. Good roleplayers won’t try to make this roll very often . . . In general, you do everything in your power to investigate any situation with which you aren’t 100% familiar. When faced with a real mystery, you simply cannot turn your back on it. You try to rationalize your curiosity to others who try to talk you out of it. situation. If you fail, you examine it.

Duty (To ISWAT; Extremely Hazardous)

You are always at risk of death or serious injury when your Duty comes up. There are significant penalties if you refuse to take these risks: dismissal in disgrace, imprisonment, perhaps even death.

Enemies

A whole guild of powerful wizards are trying to kill me.

Loner

You require a great deal of “personal space.” Make a self-control roll whenever anyone lingers nearby, watches over your shoulder, etc. If you fail, you lash out at that person just as if you had Bad Temper.

Paranoia

You are out of touch with reality, and think that everyone is plotting against you. You never trust anyone except old friends . . . and you keep an eye on them, too, just in case. Most people, understandably, react to you at -2. A paranoid NPC reacts at -4 toward any stranger, and any “legitimate” reaction penalty (e.g., for an unfriendly race or nationality) is doubled.

Phantom Voices

In any situation that the GM feels is stressful, he may roll 3d. On a 6 or less, you hear voices. The GM will always roll whenever you miss a Fright Check or make the roll exactly, and whenever you fail a self-control roll for another stress-related disadvantage. You hear voices, but you are reasonably sure that they are not real, and they do not harm you directly. Still, most people who see you responding to unheard noises will react at -2.

Weirdness Magnet

You are the one demons stop and chat with. Magic items with disturbing properties find their way to you. The only talking dog on 21st-century Earth comes to you with his problems. Dimensional gates sealed for centuries crack open just so that you can be bathed in the energies released . . . or perhaps the entities on the other side invite you to tea. Nothing lethal happens to you, at least not immediately, and occasionally some weirdness is beneficial. But most of the time it is terribly, terribly inconvenient. People who understand what a Weirdness Magnet is (and that you are one) react to you at -2. The exceptions are parapsychologists, fringe cultists, unhinged conspiracy theorists, and thrill-seekers.

Skills

Level

Difficulty

Effect

Alchemy

?

Very Hard

An alchemist would be able to identify concoctions with magical effects (“elixirs”), such as love potions and healing unguents, and prepare them from suitable ingredients.

Computer Operation

?

Easy

This is the ability to use a computer: call up data, run programs, play games, etc. It is the only computer skill needed by most end users. -2 or more for an unfamiliar computer, operating system, or program.

Driving (?)

?

Average

Make an IQ-based Driving roll for basic map reading, to diagnose simple malfunctions, or to recall rules of the road. -2 or more for bad driving conditions; -2 or more for a vehicle in bad repair; -2 for an unfamiliar control system (e.g., an automatic when you are used to a manual); -4 or more for a vehicle of an unfamiliar type within your specialty (e.g., a race car when you are used to stock cars).

Esoteric Medicine

?

Hard

This is the skill of treating illness and injury with techniques grounded in esoteric theory rather than analytical science. The effectiveness of Esoteric Medicine relative to Physician is up to the GM. It might be more effective, especially if it can channel real supernatural power.

Herb Lore

?

Average

This is the ability to manufacture herbal concoctions that have magical effects. Unlike Alchemy, Herb Lore does not include the ability to analyze “elixirs.” On the other hand, an expert at this skill can locate magical ingredients for free in the wild by making a few Naturalist rolls, while an alchemist requires rare and expensive materials.

Hidden Lore (?)

?

Average

Most Hidden Lore is secret because somebody powerful wants it kept that way. Thus, discussing or revealing your knowledge can be extremely hazardous.

Mathematics (?)

?

Easy

Make a skill roll to answer any math-related question not covered by another specialty.

Melee Weapon (staff)

?

Average

This skill makes good use of the staff’s extensive parrying surface when defending, giving +2 to your Parry score.

Occultism

?

Average

A good roll might provide insights into phenomena that aren’t related to known powers. However, Occultism provides no details on how talented individuals invoke their powers.

Religious Ritual

?

Hard

Each magical ritual or spell is a separate skill, but certain “mundane” religious rituals, such as sacrifice, can give bonuses to spell rolls. You must always make a successful Religious Ritual roll to claim such a bonus.

Research

?

Average

Roll against skill to find a useful piece of data in an appropriate place of research. At the GM’s option, when researching material connected with a “booklearned” skill such as Forensics, Literature, or Physics, you may roll against that skill at -2 instead, if that would be better than your Research skill.

Ritual Magic

?

Very Hard

Make a skill roll to determine the purpose of a ritual conducted in your presence, the type of entity being summoned, etc. Ritual Magic skill is the primary skill of sorcerers. All rituals of power default to it.

Symbol Drawing

?

Hard

The magic is only as good as the symbols. Roll against the lower of Symbol Drawing and your skill with the enchantment itself.

Thaumatology

?

Very Hard

Add Magery to IQ when learning this skill, just as for spells. When creating a new spell, use the rules for inventing, but replace Engineer skill with Thaumatology. A successful skill roll can also identify an unknown spell when you see it cast, deduce the ramifications of a critical success or failure with magic, determine the spells needed to enchant a magic item to perform as desired, etc. The better your roll, the more insight the GM will provide. The equivalent skill for traditional, spiritmediated sorcery is Ritual Magic, while holy magic might require Religious Ritual or Theology. However, a Thaumatology roll at -5 will allow a thaumatologist to relate these different varieties of magic to “standard” wizardry. Exceptionally weird powers or otherworldly artifacts might give a larger penalty.

Theology (occult)

?

Hard

This is the study of a particular religion: its gods, cosmology, doctrines, scriptures, etc. If you believe in the religion you study, you may ask the GM to make a secret roll against your Theology skill when confronted with moral uncertainty. On a success, the GM will advise you on which course of action “feels” right, given your beliefs and understanding of scripture.